About this project
Everyone wants to take over the world.
But, since taking over the real world requires a lot of time, energy, money and motivation – we made this game instead! Which… Also has taken us time, energy and motivation. Hmm. Now we’re just missing money! You should give us money. We’ll give you stuff too!
In Evil Intent, you can take over the world as many times you want, in many evil ways; all while taunting and thwarting your opponents. This isn’t a cooperative game. Nobody wants to share their reign. Our goal was for you to be malicious, loathsome, repulsive, vile, heinous and all around unpleasant towards each other. Unless you want to keep your friends, then it’s your call.
Players 2 - 6 | Ages 12 and up
Please ask us any questions you may have or check the FAQ below for more information!
Meet the Villains You Play
This is a render of the 10 inch figure that Backers for level 6 and up will receive.
Here's a look at some of the Opportunity Cards your villain will send henchmen out into the world to capture or influence. You will need these cards in order to help you achieve your evil scheme!
In order to take over the world, you'll need an evil scheme. Here's one of our favorites, the Time Machine! Others include opening a Hell Gate, creating an Undead Army or launching your Lunar Death Ray.
Each Character has a special ability and a Lair with which to assign Minions. This example is Master Sheng, an ancient Chinese wizard.
Shipping in the United States is free for all levels
Canada and Mexico:
Level 2, please add $5.00
Levels 3 and up, please add $20.00
Other International Shipping:
For Level 2, please add $10.00
For levels 3 and up, please add $40.00.
Components of the game include:
1 Rules booklet
1 Game board
12 Character cards
12 Evil Scheme cards
180 Minion cubes
24 Henchmen figures
1 First Player marker
2 - 6 players
Yes, all of the art you see here in the video and site come directly from the game.
Yes. We're currently designing those and will release them as we get closer to the amounts.
We plan on sending all files and sculpts to the printer after we receive funding. Amazon holds funds 15 days after the close of the project and can take up to 5 days to send. Once given the funds we can begin printing. Printing will take 1-1 1/2 months. It will take another two weeks for shipping back to us, and then another three weeks maximum to send out taking 3-5 days to get to the Backer.
Add that all up and worst case scenario for a Backer in the U.S. will receive the product 3 months after the close of the Kickstarter project. Basically the end of January. Best case scenario just after New Years. International Backers should receive their package 2 weeks later than U.S. at maximum.
We're hoping of course, to move things through as fast as possible since we have four more games already in the beginning stages.
We are currently looking into getting a cheaper international shipping rate. Right now we are being told that it will cost us $47.95 per box to ship internationally (besides Mexico and Canada). We are taking some of that cost now by only charging $40. If you back us with the current rate of $40 for shipping and we are able to lower that price, we will announce it to our backers and you will be allowed to alter the amount you gave to compensate. Obviously a backer isn't billed until the conclusion of the Kickstarter project, so this shouldn't inconvenience any of our backers. We agree that $40 is a steep price, which is why we're currently looking into lowering the amount.
The game lasts approximately 30 minutes per player.
Players are never eliminated from the game.
It does scale well, but there's an alternative rule for a quicker game in case you have 5 or 6 players and you don't want a 2 1/2 - 3 hour game.
We've been play testing and tweaking the game since January. of this year using several different groups. We've even made sure to remove ourselves from the equation a few times.
The game seems to have 2 phases: first you get the materials you need, and then you conquer the world. Is there interaction between players that are in different phases?
The only interaction between player is using Thwart cards against each other and quarreling over Opportunity cards if you both have Henchmen at the same card. Once someone is in the Conquer phase, you can still Thwart them and they can use their Thwart cards, but they won't be getting new Cash or Opportunity cards so interaction changes slightly.
What about downtime? How long takes a player's turn? on 6 players it might be long until your turn comes.
Each player goes almost at the same time. Instead of a player doing all 8 phases and then passing the turn, each player does phase 1 in turn, then phase 2. All phases except for Resolving Opportunities are just a matter of seconds, so no matter how many players you have, there's very little "waiting around" for them to go.
I noticed that each villain has some special power. Naturally, your power does not fix the scheme, but it surely has better synergy with some schemes. Does that somehow enforce villain/scheme pairs?
There are some Schemes that naturally work better for some villains yes. We suggest in setup that people get a choice of at least two characters and two schemes (which is why we made 12 of each). This way you can pair them up with a best fit.
Does knowing the number of cards/different plots give me too much a great advantage to winning the game?
There is strategy, but it's also dependent on cards that come up and of course, the roll of the dice. We haven't seen that knowledge of which cards going where give too much of an advantage.
it seems that when you roll the die you only care if it is 5/6 or lower...have you thought of making custom die? Maybe as a stretch reward?
That is a stretch goal we've considered, but there are Special Opportunity cards or Abilities that allow 4, 5 or 6 as successes in some cases. This wouldn't work with specialty dice.
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